Tiny ships for small hands. |
Last time I documented my efforts to bring
Russo-Japanese War naval engagements to the tabletop. I finally
pried my son from his tablet for an afternoon fighting a preliminary
battle to learn the rules and get a sense of effective tactics. As
mentioned before, we used a homemade ocean hex map, some ships from
The Viking Forge I’d painted and based, and Bob Cordery’s Gridded Naval Wargames, with modifications from my own “Critical Damage
Table” and a small historical adjustment in favor of the Japanese
forces. The battle was close, the “Critical Damage Table” played
a role in the action, and we learned some of the finer points about
the rules.
I wanted to give the Japanese an advantage – as
they had a few slight ones during the Russo-Japanese War – but
nothing too overwhelming. With my critical damage rules I allow ship
to try to repair such damage if the vessel does not attack during a
turn. Usually a roll of 4-6 repairs one point of such damage (rudder
control, propulsion, fire control); I let Japanese ships make
successful repairs on a 3-6, while Russians could repair only on 5-6.
This reflected two elements I’d read about in Osprey’s Tsushima 1905 sourcebook: first, that Japanese crews were paid and treated
better (and better trained) and that Japanese ships were repaired far
more quickly than Russian ones (at least in port...I figured it could
translate in some small way to the tabletop to give the Japanese a
slight advantage).
Distant Japanese ships split up while the Russians stick together. |
I wanted a simple scenario so we could both learn
the rules and best tactics without managing too many ships. Each side
fielded a battleship and armored cruiser; the Russians the Borodino
(BB) and Rurik (AC) and the Japanese the Mikasa (BB)
and Asama (AC). I lined the Russian ships up side-by-side on
my table edge while my son set his ships a hex or two apart and
facing different directions. Set-ups modeled our general
strategies...mine to keep the Russian ships together, his to split
his forces. Our attack strategies differed, though; I strove to fire
at both Japanese ships with the most advantageous conditions. His
ships focused their firepower on the more powerful Borodino.
Borodino and Mikasa (in the distance) blast away at each other. |
Both formations closed to range pretty quickly and
began pounding at each other with their primary armament. The
Japanese ships split up, trying to enclose the clustered Russian
ships in a crossfire. Borodino and Mikasa blasted away
at each other, while the Rurik fired at the most advantageous
target. In the standard Gridded Naval Wargame rules a critical
hit (a roll of 6 on an attack die) inflicts two flotation points of
damage instead of one; with my variant a critical hit forces a roll
on the “Critical Damage Table” and inflicts other damage: losing
a point of movement, the ability to turn to port or starboard, one
die of a primary weapon’s power, or losing two or even three
flotation points (usually when rolling results already suffered by a
vessel). Ships lost propulsion and rudder controls, though a few also
lost gunnery dice. Mikasa was the first to sink, pounded by
Borodino’s guns (though two torpedo attacks proved
completely ineffective) after losing propulsion (and restoring some
through repairs) and port rudder control. Borodino didn’t last much
longer, though, as Asama finished her off with some long range
fire. The Japanese cruiser had troubles of her own, having taken fire
from Rurik and lost rudder controls. She took a turn to repair
the port rudder capabilities, but at that point Rurik was
moving in fast. The Russian cruiser – with only slight damage to
its main gunnery control and a full tally of flotation points –
closed and opened up with all her guns and a torpedo attack, sinking
Asama.
Rurik in the distance comes about to finish off the Asama. |
Since combat takes place simultaneously, we
recorded hits and critical hits using some Litko markers I’d
acquired a while ago. Water plume markers noted normal, one-point
hits, while blast markers indicated critical hits to resolve after
everyone had attacked. Aside from looking great on the table, it
enabled us to tally hits and effects at the end of the combat
phase...often without knowing how critical hits would affect a ship’s
future performance. On several occasions a pile of critical hits on a
ship resolved into reductions of firepower, speed, or
maneuverability, sparing it multiple losses of two flotation points
each and providing some uncertainty whether a barrage sank or
severely damaged a vessel.
Overall the battle was very evenly matched. We
very quickly learned to keep targets in our broadside fire arcs, as
the fore and aft arcs limited the full firepower and overall range
effectiveness. Lining targets up in torpedo fire arcs was tough with
only a three-hex range, suitable for the torpedo technology of the
time. No doubt had we not used the “Critical Damage Table” ships
would have reached their critical flotation points faster and had to
withdraw sooner...and they wouldn’t have been hindered by lost
propulsion or rudder controls in withdrawing. The battle would have
run much faster. But we enjoyed trying to press the attack while
still suffering from critical damage limitations.
Ships with stat cards: Borodino has already taken a hit. |
I noted a few adjustments for future games. My
stat card designs need symbols to note how many torpedo attacks a
ship has made (the rules limit them to four per ship). I also need to
find another slight bonus to favor the Japanese forces, possibly
something related to their superior gunpowder used at the time (I’m
still reading Osprey’s Tsushima 1905 for research). I’m
considering a modifier when rolling 2d6 on the “Critical Damage
Table” for enemy ships hit by Japanese gunfire, since that’s
weighted to more severe damage on the higher end (notably the “12”
result...losing 3 flotation points). I’m also considering changing
the first three results in which a ship just loses 2 flotation points
and putting them at the higher end. Our game proved that while other
critical damage results affect play, they don’t contribute to the
vessel’s destruction as quickly as regular hits.
Now that we’re familiar with the rules and their
nuances, our next step is to play out a larger battle using more
ships. I have two battleships and cruisers for each Russian and
Japanese force. If my son continues to enjoy this pursuit I expect
I’ll be ordering and painting a few more....
Have you posted your critical hit table anywhere please?
ReplyDeleteYou can find my critical hit table on an earlier feature about Gridded Naval Wargames: https://hobbygamesrecce.blogspot.com/2019/07/tinkering-with-gridded-naval-wargames.html
ReplyDeleteI was directed here by Bob Cordery's posting in his blog spot. Interesting article - and it's nice to see an action go 'against type'.
ReplyDeleteI'd like to see more about 'critical hits'. I was thinking about inserting something such in my 'Toy Battleship' set (itself based on Kev Robertson's ultra simple system). I'd be interested to see how you go about it.
Cheers,
Ion.
Ion, you can find more about my critical hit table and my tinkering with the Gridded Naval Wargames rules at the links in my reply immediately above (repeated here): https://hobbygamesrecce.blogspot.com/2019/07/tinkering-with-gridded-naval-wargames.html
DeleteI may adjust it a little in the near future to enable a modifier to skew damage on the more severe side (losing floation points), though loss of firepower, propulsion, and rudder control play a wonderful role giving the battle more depth.
I posted a suggestion on modifying the critical damage table to do just that in the comments for that blog post. TL;DR: make critical hits take one point of flotation plus the table effects.
DeleteThat's a good suggestion, Patrick. Taking one hit of floatation point damage plus a complication with critical damage balances things out. In the Tsushima battle I often thought critical damage prolonged the action...maybe too much. Certainly something I'll try on the tabletop and consider when I get around to revising my "Critical Damage Table."
DeletePete would it be possible for you to add a Follow Me gadget as I had issues trying to add you to my favourite list of blogs. When I try to do this manually it's a problem, but through the gadget works OK.
ReplyDeleteGreat Blog and I would like to keep seeing your updates
Best Wishes to you and your family
Mark
Mark, I've tried adding a "Follow by E-mail" gadget in the right sidebar just below my "About Me" profile link and photo up top. Not sure if that suits your needs and I'm not technically fluent enough to figure out the other feed bits. I may fiddle with it in the near future if I learn anything new.
DeleteGlad you enjoy the blog.
Would you consider publishing or sharing an example of your "stat card"?
ReplyDeleteTony
I expect I'll do an update with my Gridded Naval Wargame activities soon -- though for WWII and the ACW. I'll try to get some photos of those stat cards (and maybe some of the RJ War ones) for referene. Stay tuned....
ReplyDeleteWill stay tuned. Tony.
Delete